Staying well back from Sarshan's aura of acid, Mal whacks at the protective sphere twice. Using his stone, Mal learns that the sphere, being an inanimate object, is weakest in its ability to turn a blade and reflex.

The githyanki take only minor damage from Daggoth's offensive stance Lavender and green (1d12+3=6, 1d12+3=8 ). Daggoth's improved defenses allow him ward off one of the attacks, and turn the other at the last moment to cut his leg instead of his belly (takes only 1 damage due to resistance).

Illumination: Bright daylight.Tower Top: 3-foot high crenellations run around
the edge of the tower, granting a +2 bonus to saving
throws made to avoid falling off. A creature that falls
off the tower takes 20d10 damage.Force Sphere: This translucent sphere is an
invisible wall of force that protects Sarshan and his
shadar-kai warriors. Creatures can pass out of the
sphere but not into it. Teleportation Circles: There is permanent teleportation
circle teleports the PCs from the teleportation
circle in the storage room.
There is a half- completed teleportation circle inside the force sphere.Towers: The tops of the corner towers are 15 feet up. The others are only 5 feet up and more like tops of ventilation shafts; they provide cover, but can easily be reached.

Winged Horde hits Will 17 (FLUB) on Githyanki warrior green and Will 33 on Githyanki warrior lavender for 13 psychic damage. Any targets hit cannot take opportunity actions until the end of Hedoni's next turn.

OOC: Save from condition successful. Weeeeeeee.

OOC: Tenebrous Shroud readied for any melee attack, Shield readied on any attack.

Hedoni keeps his insects fluttering around the githyanki. His spell produces two opposite reactions - one of the warriors completely ignores the winged creatures and the other drops dead.

Sarshan throws more tendrils of blood chaos in the the air. "You are fools to seek me out in my tower. You may have killed my soliders, but I am much stronger now, stronger than all of you. There is no way you can defeat me." The blood chaos slides off Mal and Salazar, but is sizzles as it burns into Hedoni's flesh (10 ogd acid, save ends. Effects will get worse if you fail saves.)

Illumination: Bright daylight.Tower Top: 3-foot high crenellations run around
the edge of the tower, granting a +2 bonus to saving
throws made to avoid falling off. A creature that falls
off the tower takes 20d10 damage.Force Sphere: This translucent sphere is an
invisible wall of force that protects Sarshan and his
shadar-kai warriors. Creatures can pass out of the
sphere but not into it. Teleportation Circles: There is permanent teleportation
circle teleports the PCs from the teleportation
circle in the storage room.
There is a half- completed teleportation circle inside the force sphere.Towers: The tops of the corner towers are 15 feet up. The others are only 5 feet up and more like tops of ventilation shafts; they provide cover, but can easily be reached.

OOC: 5 extra damage to the force field is trivial compared to pulling the enemies out. Come and get it targets the will of enemies to pull them, THEN inflicts physical damage. We won't know unless we try or unless Emily tells us it won't work. Having said that, Daggoth will likely be freed up for his turn after next anyhow (assuming he hits and rain of steel does enough damage), so if you really insist on getting your striker damage maxed against the field this turn, go for it.

"The sphere prevents all weapons, powers, and effects from reaching Sarshan, but the shadar-kai can make blood chaos flare attacks through the sphere against the PCs. As the force sphere is not subject to dispel magic,
brute force is the quickest way to bring it down."

Hits Reflex 26 for 25 fire damage against Force Sphere. On a hit, the next enemy to hit Salazar with a melee attack before the end of my next turn takes 4 fire damage.

"Readying" Fog Form if critted, using Sudden Scales if I am hit otherwise. Once one of those is used, "ready" the other, and "ready" my Belt of Raging Endurance last. All are immediate actions, so I can only do one between each of my turns.

-Laughing Death Drowmesh +3 (Daily) - Immediate Reaction. Use this power when struck by a melee attack. The attacker takes 3d6 necrotic damage and also takes a -2 penalty to Fortitude defense until the end of my next turn.

-Choker of Eloquence +2 (Daily) - Free Action. Use this power after you roll a Bluff or Diplomacy check. Reroll that check, using the second result even if it's lower.

-Gauntlets of Blood (Heroic) - +2 damage against bloodied targets.

-Belt of Raging Endurance (Encounter) - Immediate Interrupt. Trigger: An enemy hits you and causes damage. Effect: You gain resist 15 against that attack, but you also take 10 damage at the end of your next turn. Also, gain 1 healing surge.

-Gem of Colloquy (Head Slot) (Paragon) - +3 to item bonus to Bluff and Diplomacy checks and understand and speak two languages chosen at the time of gem's creation (Abyssal, Supernal).

Illumination: Bright daylight.Tower Top: 3-foot high crenellations run around
the edge of the tower, granting a +2 bonus to saving
throws made to avoid falling off. A creature that falls
off the tower takes 20d10 damage.Force Sphere: This translucent sphere is an
invisible wall of force that protects Sarshan and his
shadar-kai warriors. Creatures can pass out of the
sphere but not into it. Teleportation Circles: There is permanent teleportation
circle teleports the PCs from the teleportation
circle in the storage room.
There is a half- completed teleportation circle inside the force sphere.Towers: The tops of the corner towers are 15 feet up. The others are only 5 feet up and more like tops of ventilation shafts; they provide cover, but can easily be reached.

Illumination: Bright daylight.Tower Top: 3-foot high crenellations run around
the edge of the tower, granting a +2 bonus to saving
throws made to avoid falling off. A creature that falls
off the tower takes 20d10 damage.Force Sphere: This translucent sphere is an
invisible wall of force that protects Sarshan and his
shadar-kai warriors. Creatures can pass out of the
sphere but not into it. Teleportation Circles: There is permanent teleportation
circle teleports the PCs from the teleportation
circle in the storage room.
There is a half- completed teleportation circle inside the force sphere.Towers: The tops of the corner towers are 15 feet up. The others are only 5 feet up and more like tops of ventilation shafts; they provide cover, but can easily be reached.

Hunter’s Quarry: 2d6 extra damage on a target marked with HQ, once per round

Powerful Action: When you spend an action point to make an attack, each target hit by the attack is knocked prone or dazed until the end of your next turn. You choose the effect for each target after the attack’s other effects are resolved.

Running Attack: +1 to hit with powers that include movement and moved at least 2 spaces

Plant to the Hilt melee, 1 target, 1 attack per weapon, 1d20+19/18;1d10+13/12, if one hit then slide target 2, if two hits, then the second slide increases to 4 (for 6 slide total), target must end adjacent

Second Wind minor, gain 26 hp and +2 def

Thundertusk Boar Strike melee/ranged, 1 or 2 targets, 1 attack per weapon, 1d20+19/18;1d10+13/12, if one hit then push target 2, if both attacks hit same target then push 6

Attacks on the Run melee/ranged, 1 or 2 targets, can use main weapon only, either 2 attacks on single or 1 attack each target, 1d20+19;3d10+13, can move 5 before the attacks, ˝ damage on miss

Frenzied Skirmish melee, 1 or 2 targets, 1 attack per weapon, before or after attack you can move speed without provoking OA's, 1d20+19/18;1d10+13/12, if an attack hits the target is dazed UENT Rav, if both attacks hit the same target it's dazed and slowed UENT Rav

Root Gate minor, burst 10, create 2 single space, unoccupied zones that last UEE, when you or ally enters a zone can teleport to the second zone as a free action as long as it’s not occupied, enemies can’t teleport

Illumination: Bright daylight.Tower Top: 3-foot high crenellations run around
the edge of the tower, granting a +2 bonus to saving
throws made to avoid falling off. A creature that falls
off the tower takes 20d10 damage.Force Sphere: This translucent sphere is an
invisible wall of force that protects Sarshan and his
shadar-kai warriors. Creatures can pass out of the
sphere but not into it. Teleportation Circles: There is permanent teleportation
circle teleports the PCs from the teleportation
circle in the storage room.
There is a half- completed teleportation circle inside the force sphere.Towers: The tops of the corner towers are 15 feet up. The others are only 5 feet up and more like tops of ventilation shafts; they provide cover, but can easily be reached.

OOC: RousAssault on Shield, hitting A 27 for 15 Fire damage and I gain +4 healing bonus to powers UENT. I think Megan should still be standing. Also, I decided not to heal Hedoni or Ravenblade as they can max out still. We should be fine for another round.

Illumination: Bright daylight.Tower Top: 3-foot high crenellations run around
the edge of the tower, granting a +2 bonus to saving
throws made to avoid falling off. A creature that falls
off the tower takes 20d10 damage.Force Sphere: This translucent sphere is an
invisible wall of force that protects Sarshan and his
shadar-kai warriors. Creatures can pass out of the
sphere but not into it. Teleportation Circles: There is permanent teleportation
circle teleports the PCs from the teleportation
circle in the storage room.
There is a half- completed teleportation circle inside the force sphere.Towers: The tops of the corner towers are 15 feet up. The others are only 5 feet up and more like tops of ventilation shafts; they provide cover, but can easily be reached.

Hedoni uses his own muscle power to attack the sphere. At first the acid on his skin takes its toll, but then the wizard is able to shake it off. save vs ogd (1d20+1=12)

Sarshan moves closer, "How dare you speak of cowardice, you who have no honor. I gave you a chance in Umbraforge, but you turned on me. You'll will regret betraying me." Then the shadar-kai draw out more blood chaos thread and launches them into the air through the sphere. The acidic threads land on Hedoni, Mal and Salazar (10 acid on going damage, save ends. The effect will get worse if you fail a save.)

OOC: Hedoni's sheild only adds AC and Reflex defenses and this attack was against Fort so I didn't use it for him.

Illumination: Bright daylight.Tower Top: 3-foot high crenellations run around
the edge of the tower, granting a +2 bonus to saving
throws made to avoid falling off. A creature that falls
off the tower takes 20d10 damage.Force Sphere: This translucent sphere is an
invisible wall of force that protects Sarshan and his
shadar-kai warriors. Creatures can pass out of the
sphere but not into it. Teleportation Circles: There is permanent teleportation
circle teleports the PCs from the teleportation
circle in the storage room.
There is a half- completed teleportation circle inside the force sphere.Towers: The tops of the corner towers are 15 feet up. The others are only 5 feet up and more like tops of ventilation shafts; they provide cover, but can easily be reached.

"Readying" Fog Form if critted, using Sudden Scales if I am hit otherwise. Once one of those is used, "ready" the other, and "ready" my Belt of Raging Endurance last. All are immediate actions, so I can only do one between each of my turns.

-Laughing Death Drowmesh +3 (Daily) - Immediate Reaction. Use this power when struck by a melee attack. The attacker takes 3d6 necrotic damage and also takes a -2 penalty to Fortitude defense until the end of my next turn.

-Choker of Eloquence +2 (Daily) - Free Action. Use this power after you roll a Bluff or Diplomacy check. Reroll that check, using the second result even if it's lower.

-Gauntlets of Blood (Heroic) - +2 damage against bloodied targets.

-Belt of Raging Endurance (Encounter) - Immediate Interrupt. Trigger: An enemy hits you and causes damage. Effect: You gain resist 15 against that attack, but you also take 10 damage at the end of your next turn. Also, gain 1 healing surge.

-Gem of Colloquy (Head Slot) (Paragon) - +3 to item bonus to Bluff and Diplomacy checks and understand and speak two languages chosen at the time of gem's creation (Abyssal, Supernal).

Illumination: Bright daylight.Tower Top: 3-foot high crenellations run around
the edge of the tower, granting a +2 bonus to saving
throws made to avoid falling off. A creature that falls
off the tower takes 20d10 damage.Force Sphere: This translucent sphere is an
invisible wall of force that protects Sarshan and his
shadar-kai warriors. Creatures can pass out of the
sphere but not into it. Teleportation Circles: There is permanent teleportation
circle teleports the PCs from the teleportation
circle in the storage room.
There is a half- completed teleportation circle inside the force sphere.Towers: The tops of the corner towers are 15 feet up. The others are only 5 feet up and more like tops of ventilation shafts; they provide cover, but can easily be reached.